Android: Add helper class for generating OpenGL shaders

This CL adds a helper class GlShaderBuilder to build an instances of
RendererCommon.GlDrawer that can accept multiple input sources
(OES, RGB, or YUV) using a generic fragment shader as input.

Bug: webrtc:9355
Change-Id: I14a0a280d2b6f838984f7b60897cc0c58e2a948a
Reviewed-on: https://webrtc-review.googlesource.com/80940
Commit-Queue: Magnus Jedvert <magjed@webrtc.org>
Reviewed-by: Sami Kalliomäki <sakal@webrtc.org>
Cr-Commit-Position: refs/heads/master@{#23622}
This commit is contained in:
Magnus Jedvert
2018-06-15 09:33:20 +02:00
committed by Commit Bot
parent 8643b78750
commit 65c61dcfce
7 changed files with 572 additions and 414 deletions

View File

@ -10,10 +10,9 @@
package org.webrtc;
import android.opengl.GLES11Ext;
import android.graphics.Matrix;
import android.opengl.GLES20;
import java.nio.ByteBuffer;
import java.nio.FloatBuffer;
import org.webrtc.VideoFrame.I420Buffer;
import org.webrtc.VideoFrame.TextureBuffer;
@ -22,45 +21,10 @@ import org.webrtc.VideoFrame.TextureBuffer;
* should only be operated from a single thread with an active EGL context.
*/
public class YuvConverter {
// Vertex coordinates in Normalized Device Coordinates, i.e.
// (-1, -1) is bottom-left and (1, 1) is top-right.
private static final FloatBuffer DEVICE_RECTANGLE = GlUtil.createFloatBuffer(new float[] {
-1.0f, -1.0f, // Bottom left.
1.0f, -1.0f, // Bottom right.
-1.0f, 1.0f, // Top left.
1.0f, 1.0f, // Top right.
});
// Texture coordinates - (0, 0) is bottom-left and (1, 1) is top-right.
private static final FloatBuffer TEXTURE_RECTANGLE = GlUtil.createFloatBuffer(new float[] {
0.0f, 0.0f, // Bottom left.
1.0f, 0.0f, // Bottom right.
0.0f, 1.0f, // Top left.
1.0f, 1.0f // Top right.
});
// clang-format off
private static final String VERTEX_SHADER =
"varying vec2 interp_tc;\n"
+ "attribute vec4 in_pos;\n"
+ "attribute vec4 in_tc;\n"
+ "\n"
+ "uniform mat4 texMatrix;\n"
+ "\n"
+ "void main() {\n"
+ " gl_Position = in_pos;\n"
+ " interp_tc = (texMatrix * in_tc).xy;\n"
+ "}\n";
private static final String OES_FRAGMENT_SHADER =
"#extension GL_OES_EGL_image_external : require\n"
+ "precision mediump float;\n"
+ "varying vec2 interp_tc;\n"
+ "\n"
+ "uniform samplerExternalOES tex;\n"
private static final String FRAGMENT_SHADER =
// Difference in texture coordinate corresponding to one
// sub-pixel in the x direction.
+ "uniform vec2 xUnit;\n"
"uniform vec2 xUnit;\n"
// Color conversion coefficients, including constant term
+ "uniform vec4 coeffs;\n"
+ "\n"
@ -72,52 +36,66 @@ public class YuvConverter {
// try to do it as a vec3 x mat3x4, followed by an add in of a
// constant vector.
+ " gl_FragColor.r = coeffs.a + dot(coeffs.rgb,\n"
+ " texture2D(tex, interp_tc - 1.5 * xUnit).rgb);\n"
+ " sample(tc - 1.5 * xUnit).rgb);\n"
+ " gl_FragColor.g = coeffs.a + dot(coeffs.rgb,\n"
+ " texture2D(tex, interp_tc - 0.5 * xUnit).rgb);\n"
+ " sample(tc - 0.5 * xUnit).rgb);\n"
+ " gl_FragColor.b = coeffs.a + dot(coeffs.rgb,\n"
+ " texture2D(tex, interp_tc + 0.5 * xUnit).rgb);\n"
+ " sample(tc + 0.5 * xUnit).rgb);\n"
+ " gl_FragColor.a = coeffs.a + dot(coeffs.rgb,\n"
+ " texture2D(tex, interp_tc + 1.5 * xUnit).rgb);\n"
+ " sample(tc + 1.5 * xUnit).rgb);\n"
+ "}\n";
private static final String RGB_FRAGMENT_SHADER =
"precision mediump float;\n"
+ "varying vec2 interp_tc;\n"
+ "\n"
+ "uniform sampler2D tex;\n"
// Difference in texture coordinate corresponding to one
// sub-pixel in the x direction.
+ "uniform vec2 xUnit;\n"
// Color conversion coefficients, including constant term
+ "uniform vec4 coeffs;\n"
+ "\n"
+ "void main() {\n"
// Since the alpha read from the texture is always 1, this could
// be written as a mat4 x vec4 multiply. However, that seems to
// give a worse framerate, possibly because the additional
// multiplies by 1.0 consume resources. TODO(nisse): Could also
// try to do it as a vec3 x mat3x4, followed by an add in of a
// constant vector.
+ " gl_FragColor.r = coeffs.a + dot(coeffs.rgb,\n"
+ " texture2D(tex, interp_tc - 1.5 * xUnit).rgb);\n"
+ " gl_FragColor.g = coeffs.a + dot(coeffs.rgb,\n"
+ " texture2D(tex, interp_tc - 0.5 * xUnit).rgb);\n"
+ " gl_FragColor.b = coeffs.a + dot(coeffs.rgb,\n"
+ " texture2D(tex, interp_tc + 0.5 * xUnit).rgb);\n"
+ " gl_FragColor.a = coeffs.a + dot(coeffs.rgb,\n"
+ " texture2D(tex, interp_tc + 1.5 * xUnit).rgb);\n"
+ "}\n";
// clang-format on
private static class ShaderCallbacks implements GlGenericDrawer.ShaderCallbacks {
// Y'UV444 to RGB888, see https://en.wikipedia.org/wiki/YUV#Y.27UV444_to_RGB888_conversion. We
// use the ITU-R coefficients for U and V.
private static final float[] yCoeffs = new float[] {0.2987856f, 0.5871095f, 0.1141049f, 0.0f};
private static final float[] uCoeffs =
new float[] {-0.168805420f, -0.3317003f, 0.5005057f, 0.5f};
private static final float[] vCoeffs = new float[] {0.4997964f, -0.4184672f, -0.0813292f, 0.5f};
private int xUnitLoc;
private int coeffsLoc;
private float[] coeffs;
private float stepSize;
public void setPlaneY() {
coeffs = yCoeffs;
stepSize = 1.0f;
}
public void setPlaneU() {
coeffs = uCoeffs;
stepSize = 2.0f;
}
public void setPlaneV() {
coeffs = vCoeffs;
stepSize = 2.0f;
}
@Override
public void onNewShader(GlShader shader) {
xUnitLoc = shader.getUniformLocation("xUnit");
coeffsLoc = shader.getUniformLocation("coeffs");
}
@Override
public void onPrepareShader(GlShader shader, float[] texMatrix, int frameWidth, int frameHeight,
int viewportWidth, int viewportHeight) {
GLES20.glUniform4fv(coeffsLoc, /* count= */ 1, coeffs, /* offset= */ 0);
// Matrix * (1;0;0;0) / (width / stepSize). Note that OpenGL uses column major order.
GLES20.glUniform2f(
xUnitLoc, stepSize * texMatrix[0] / frameWidth, stepSize * texMatrix[1] / frameWidth);
}
}
private final ThreadUtils.ThreadChecker threadChecker = new ThreadUtils.ThreadChecker();
private final GlTextureFrameBuffer textureFrameBuffer = new GlTextureFrameBuffer(GLES20.GL_RGBA);
private TextureBuffer.Type shaderTextureType;
private GlShader shader;
private int texMatrixLoc;
private int xUnitLoc;
private int coeffsLoc;
private final GlTextureFrameBuffer i420TextureFrameBuffer =
new GlTextureFrameBuffer(GLES20.GL_RGBA);
private boolean released = false;
private final ShaderCallbacks shaderCallbacks = new ShaderCallbacks();
private final GlGenericDrawer drawer = new GlGenericDrawer(FRAGMENT_SHADER, shaderCallbacks);
/**
* This class should be constructed on a thread that has an active EGL context.
@ -127,96 +105,11 @@ public class YuvConverter {
}
/** Converts the texture buffer to I420. */
public I420Buffer convert(TextureBuffer textureBuffer) {
final int width = textureBuffer.getWidth();
final int height = textureBuffer.getHeight();
// SurfaceTextureHelper requires a stride that is divisible by 8. Round width up.
// See SurfaceTextureHelper for details on the size and format.
final int stride = ((width + 7) / 8) * 8;
final int uvHeight = (height + 1) / 2;
// Due to the layout used by SurfaceTextureHelper, vPos + stride * uvHeight would overrun the
// buffer. Add one row at the bottom to compensate for this. There will never be data in the
// extra row, but now other code does not have to deal with v stride * v height exceeding the
// buffer's capacity.
final int size = stride * (height + uvHeight + 1);
ByteBuffer buffer = JniCommon.nativeAllocateByteBuffer(size);
convert(buffer, width, height, stride, textureBuffer.getTextureId(),
RendererCommon.convertMatrixFromAndroidGraphicsMatrix(textureBuffer.getTransformMatrix()),
textureBuffer.getType());
final int yPos = 0;
final int uPos = yPos + stride * height;
// Rows of U and V alternate in the buffer, so V data starts after the first row of U.
final int vPos = uPos + stride / 2;
buffer.position(yPos);
buffer.limit(yPos + stride * height);
ByteBuffer dataY = buffer.slice();
buffer.position(uPos);
buffer.limit(uPos + stride * uvHeight);
ByteBuffer dataU = buffer.slice();
buffer.position(vPos);
buffer.limit(vPos + stride * uvHeight);
ByteBuffer dataV = buffer.slice();
// SurfaceTextureHelper uses the same stride for Y, U, and V data.
return JavaI420Buffer.wrap(width, height, dataY, stride, dataU, stride, dataV, stride,
() -> { JniCommon.nativeFreeByteBuffer(buffer); });
}
/** Deprecated, use convert(TextureBuffer). */
@Deprecated
void convert(ByteBuffer buf, int width, int height, int stride, int srcTextureId,
float[] transformMatrix) {
convert(buf, width, height, stride, srcTextureId, transformMatrix, TextureBuffer.Type.OES);
}
private void initShader(TextureBuffer.Type textureType) {
if (shader != null) {
shader.release();
}
final String fragmentShader;
switch (textureType) {
case OES:
fragmentShader = OES_FRAGMENT_SHADER;
break;
case RGB:
fragmentShader = RGB_FRAGMENT_SHADER;
break;
default:
throw new IllegalArgumentException("Unsupported texture type.");
}
shaderTextureType = textureType;
shader = new GlShader(VERTEX_SHADER, fragmentShader);
shader.useProgram();
texMatrixLoc = shader.getUniformLocation("texMatrix");
xUnitLoc = shader.getUniformLocation("xUnit");
coeffsLoc = shader.getUniformLocation("coeffs");
GLES20.glUniform1i(shader.getUniformLocation("tex"), 0);
GlUtil.checkNoGLES2Error("Initialize fragment shader uniform values.");
// Initialize vertex shader attributes.
shader.setVertexAttribArray("in_pos", 2, DEVICE_RECTANGLE);
// If the width is not a multiple of 4 pixels, the texture
// will be scaled up slightly and clipped at the right border.
shader.setVertexAttribArray("in_tc", 2, TEXTURE_RECTANGLE);
}
private void convert(ByteBuffer buf, int width, int height, int stride, int srcTextureId,
float[] transformMatrix, TextureBuffer.Type textureType) {
public I420Buffer convert(TextureBuffer inputTextureBuffer) {
threadChecker.checkIsOnValidThread();
if (released) {
throw new IllegalStateException("YuvConverter.convert called on released object");
}
if (textureType != shaderTextureType) {
initShader(textureType);
}
shader.useProgram();
// We draw into a buffer laid out like
//
// +---------+
@ -245,83 +138,83 @@ public class YuvConverter {
// Since the V data needs to start on a boundary of such a
// larger pixel, it is not sufficient that |stride| is even, it
// has to be a multiple of 8 pixels.
final int frameWidth = inputTextureBuffer.getWidth();
final int frameHeight = inputTextureBuffer.getHeight();
final int stride = ((frameWidth + 7) / 8) * 8;
final int uvHeight = (frameHeight + 1) / 2;
// Total height of the combined memory layout.
final int totalHeight = frameHeight + uvHeight;
final ByteBuffer i420ByteBuffer = JniCommon.nativeAllocateByteBuffer(stride * totalHeight);
// Viewport width is divided by four since we are squeezing in four color bytes in each RGBA
// pixel.
final int viewportWidth = stride / 4;
if (stride % 8 != 0) {
throw new IllegalArgumentException("Invalid stride, must be a multiple of 8");
}
if (stride < width) {
throw new IllegalArgumentException("Invalid stride, must >= width");
}
// Produce a frame buffer starting at top-left corner, not bottom-left.
final Matrix renderMatrix = new Matrix();
renderMatrix.preTranslate(0.5f, 0.5f);
renderMatrix.preScale(1f, -1f);
renderMatrix.preTranslate(-0.5f, -0.5f);
int y_width = (width + 3) / 4;
int uv_width = (width + 7) / 8;
int uv_height = (height + 1) / 2;
int total_height = height + uv_height;
int size = stride * total_height;
if (buf.capacity() < size) {
throw new IllegalArgumentException("YuvConverter.convert called with too small buffer");
}
// Produce a frame buffer starting at top-left corner, not
// bottom-left.
transformMatrix =
RendererCommon.multiplyMatrices(transformMatrix, RendererCommon.verticalFlipMatrix());
final int frameBufferWidth = stride / 4;
final int frameBufferHeight = total_height;
textureFrameBuffer.setSize(frameBufferWidth, frameBufferHeight);
i420TextureFrameBuffer.setSize(viewportWidth, totalHeight);
// Bind our framebuffer.
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, textureFrameBuffer.getFrameBufferId());
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, i420TextureFrameBuffer.getFrameBufferId());
GlUtil.checkNoGLES2Error("glBindFramebuffer");
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(textureType.getGlTarget(), srcTextureId);
GLES20.glUniformMatrix4fv(texMatrixLoc, 1, false, transformMatrix, 0);
// Draw Y.
shaderCallbacks.setPlaneY();
VideoFrameDrawer.drawTexture(drawer, inputTextureBuffer, renderMatrix, frameWidth, frameHeight,
/* viewportX= */ 0, /* viewportY= */ 0, viewportWidth,
/* viewportHeight= */ frameHeight);
// Draw Y
GLES20.glViewport(0, 0, y_width, height);
// Matrix * (1;0;0;0) / width. Note that opengl uses column major order.
GLES20.glUniform2f(xUnitLoc, transformMatrix[0] / width, transformMatrix[1] / width);
// Y'UV444 to RGB888, see
// https://en.wikipedia.org/wiki/YUV#Y.27UV444_to_RGB888_conversion.
// We use the ITU-R coefficients for U and V */
GLES20.glUniform4f(coeffsLoc, 0.2987856f, 0.5871095f, 0.1141049f, 0.0f);
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
// Draw U.
shaderCallbacks.setPlaneU();
VideoFrameDrawer.drawTexture(drawer, inputTextureBuffer, renderMatrix, frameWidth, frameHeight,
/* viewportX= */ 0, /* viewportY= */ frameHeight, viewportWidth / 2,
/* viewportHeight= */ uvHeight);
// Draw U
GLES20.glViewport(0, height, uv_width, uv_height);
// Matrix * (1;0;0;0) / (width / 2). Note that opengl uses column major order.
GLES20.glUniform2f(
xUnitLoc, 2.0f * transformMatrix[0] / width, 2.0f * transformMatrix[1] / width);
GLES20.glUniform4f(coeffsLoc, -0.168805420f, -0.3317003f, 0.5005057f, 0.5f);
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
// Draw V.
shaderCallbacks.setPlaneV();
VideoFrameDrawer.drawTexture(drawer, inputTextureBuffer, renderMatrix, frameWidth, frameHeight,
/* viewportX= */ viewportWidth / 2, /* viewportY= */ frameHeight, viewportWidth / 2,
/* viewportHeight= */ uvHeight);
// Draw V
GLES20.glViewport(stride / 8, height, uv_width, uv_height);
GLES20.glUniform4f(coeffsLoc, 0.4997964f, -0.4184672f, -0.0813292f, 0.5f);
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
GLES20.glReadPixels(
0, 0, frameBufferWidth, frameBufferHeight, GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE, buf);
GLES20.glReadPixels(0, 0, i420TextureFrameBuffer.getWidth(), i420TextureFrameBuffer.getHeight(),
GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE, i420ByteBuffer);
GlUtil.checkNoGLES2Error("YuvConverter.convert");
// Restore normal framebuffer.
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0);
// Unbind texture. Reportedly needed on some devices to get
// the texture updated from the camera.
GLES20.glBindTexture(textureType.getGlTarget(), 0);
// Prepare Y, U, and V ByteBuffer slices.
final int yPos = 0;
final int uPos = yPos + stride * frameHeight;
// Rows of U and V alternate in the buffer, so V data starts after the first row of U.
final int vPos = uPos + stride / 2;
i420ByteBuffer.position(yPos);
i420ByteBuffer.limit(yPos + stride * frameHeight);
final ByteBuffer dataY = i420ByteBuffer.slice();
i420ByteBuffer.position(uPos);
// The last row does not have padding.
final int uvSize = stride * (uvHeight - 1) + stride / 2;
i420ByteBuffer.limit(uPos + uvSize);
final ByteBuffer dataU = i420ByteBuffer.slice();
i420ByteBuffer.position(vPos);
i420ByteBuffer.limit(vPos + uvSize);
final ByteBuffer dataV = i420ByteBuffer.slice();
return JavaI420Buffer.wrap(frameWidth, frameHeight, dataY, stride, dataU, stride, dataV, stride,
() -> { JniCommon.nativeFreeByteBuffer(i420ByteBuffer); });
}
public void release() {
threadChecker.checkIsOnValidThread();
released = true;
if (shader != null) {
shader.release();
}
textureFrameBuffer.release();
drawer.release();
i420TextureFrameBuffer.release();
}
}